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Resident Evil  Code: Veronica is the fourth game in the Resident Evil franchise. Originally a Dreamcast exclusive, and the final Resident Evil game to be released on a Sega platform, it was ported to the PlayStation 2 a year after its initial release in 2000. This updated edition, titled Resident Evil  Code: Veronica X, was also ported the Nintendo GameCube in 2003. An HD version was later released for the PlayStation 3 and Xbox 360 in 2011.

Three months after the destruction of Raccoon City, Umbrella is still producing bioweapons despite a minor setback or two. Claire Redfield, still on the hunt for her missing brother, Chris, is captured while infiltrating a Umbrella facility in Paris. The company promptly ships Claire to Rockfort Island, a prison complex located somewhere in the South Seas; while Claire rots away in solitary, an unknown party bombs the island and sets off yet another T-Virus outbreak. Aided by fellow prisoner Steve Burnside, Claire searches for a way off the island while being stalked by the island's other survivor: Alfred Ashford, the demented former warden of the prison.

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Meanwhile, Chris, who was alerted to Claire's arrest, comes out of hiding and makes landfall at Rockfort Island, which now lies in ruins. He narrowly escapes a confrontation with the leader of the attack: Albert Wesker, who was thought to have perished during the Mansion Incident. But Wesker isn't after the Redfield siblings — rather, he wants the cryogenically-preserved body of Alfred's (even crazier) sister, Alexia.

Code: Veronica marked the series' leap into full 3D environments, with nary a pre-rendered background in sight. Resident Evil veterans were fairly nimble at the Tank Controls by now, but Code: Veronica is probably the hardest game to control due to the awkward camera. The key is to dodge enemies and use the knife, which is crazy strong for this very reason. The alternate scenarios of the PlayStation era also bid their farewell.note They wouldn't return until Resident Evil 6. Rather than picking which Player Character to control at the start, Code: Veronica starts from Claire's perspective before switching to Chris's for most of the latter half.

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Despite its status as an Oddly Named Sequel- a result of the game being co-developed with Sega and intended to be a Dreamcast-exclusivenote until they dropped out of the console race and allowed the game to be ported to competing platforms- it was once considered to be one of the greatest games for the Dreamcast, and it's still a cult favorite.

In the original Dreamcast version of the game, Alexia smacks Wesker around like a bitch, forcing him to flee for his life. In Code: Veronica X, Wesker is able to dodge her attacks and even land a hit on her (which she shrugs off) and while he still realizes Alexia is too much for him, he effects a stylish Villain: Exit, Stage Left instead while sarcastically leaving her to "one of my best men" i.e Chris.

The already competent Claire, Steve, and Chris are turn into full-fledged shōnen heroes in the comic book adaptation. Highlights include multiple feats of acrobatic combat bordering on Gun Fu, Claire and Steve beating a Bandersnatch to death with their bare hands, and Chris killing a Hunter with one punch.

Alas, Poor Villain: Alfred dies in Alexia's arms as she strokes his hair and sings to him. And bear in mind that this is the first (and last) time they've seen each other since they were children.

And I Must Scream: Alexander Ashford was subjected to horrifying experiments by Alfred and Alexia, turning him into Nosferatu.

And Now for Someone Completely Different: The player starts out as Claire, has a brief turn as Steve before going back to Claire, then switches to Chris after a mid-game cliffhanger, goes back to Claire a third time ever so briefly, before finishing the game as Chris.

Many of Wesker's subordinates became zombies during the invasion of Rockfort Island.

Steve is forced to kill his own father after he becomes a zombie, while Steve himself and Alexia both become T-Veronica monsters.

And Your Reward Is Clothes: Averted in the main game,note The reason is that unlike the prior games, Code: Veronica uses different, more detailed character models in its cutscenes, and the development team evidently didn't feel like going to the extra trouble of crafting new ones to go with alternate costumes. but the Battle Game mode has an alternate version of Claire who wears an Umbrella-branded "Race Queen" getup.

Animal Motifs: Ants played a big part in the Ashford twins' lives. As kids, they happily watched a bunch of ants tear apart a dragonfly Alfred de-winged, which someone videotaped, there are several ant statues around their home, the basis for the T-Veronica virus was found in a queen ant, Alexia decided she wanted to rule the world like an anthill with herself as the queen, and all of Alexia's mutations involve a giant anthill in her base.

Annoying Arrows: Played very much straight with the Bow Gun. It takes around ten shots to knock a single zombie down, and half again that to kill it for good. Unless you're using gunpowder arrows, it's worthless to shoot anything but zombies with it.

Antagonist Title: Sort of. While there isn't an antagonist named "Veronica", the title refers to the project to clone Veronica Ashford that resulted in the creation of Alfred and Alexia Ashford. Furthermore, there's the T-Veronica virus, which is the crux of Alexia's plot.

In every Resident Evil game prior to this one, picking up an herb or First Aid Spray when your inventory is full causes the game to tell you that you can't carry any more items. This installment is kind enough to ask if you want to use it at that particular moment. Future games in the series would keep this mechanism.

Late in the game, when you switch back over to Claire for a bit, there's a checkpoint, but no typewriter. Why is this a good thing? Because if you didn't leave Chris with enough weaponry to fight Alexia with before switching to Claire, if you could save during this point, it'd render the game unwinnable. While you can hinder your file by leaving Chris without any of the really powerful guns, this ensures that you at least have a chance.

Artistic License  Biology: Alexander Ashford created Alexia and Alfred by discovering a gene that raises intelligence. In reality, intelligence is governed by thousands of genes, each of which only has slight influence. Considering this is a franchise centered around a virus reanimating corpses and mutating humans into gigantic monsters beyond the realm of mortal understanding, this is par for the course for the series.

Aww, Look! They Really Do Love Each Other: Although the Virus Research Report file explicitly states that Alexia saw Alfred as nothing more than an "inept but loyal soldier ant", the first thing she does when she reawakens is avenge his death. Alexia then holds Alfred's corpse in her arms while she strokes his hair and sings to him.

Ax-Crazy: Alfred. Such is what happens when one forms bonds with someone that remained frozen for over a decade. It doesn't help that he was mentally unstable prior to Alexia's 15 year slumber.

Backtracking: While common in some areas of previous Resident Evil games, Code: Veronicatakes this up to eleven. You'll find yourself running back and forth through the complexes often, especially when you accidentally forget to bring a required puzzle item with you.

Bag of Spilling: Happens all the time throughout the series, but a literal example occurs here where Chris drops a bag of equipment into the ocean at the beginning of his portion of the game.

Big, Screwed-Up Family: Code: Veronica is, if nothing else, a big demonstration of how screwed up the Ashford family is. Contrast their main opponents, the far more stable Redfield family.

Bittersweet Ending: Steve ends up dead, and Wesker escapes with his corpse to collect samples of the T-Veronica virus. But Chris and Claire manage to kill Alexia, destroy her Antarctic base, and set out to take down Umbrella.

Steve, who's later subjected to the same experiment. However, he goes back to human form before dying.

Alexia's transformations. In her first form, she burns off her clothes and turns her hair into a veiny material resembling either chitin or wood, with an arm and a leg, neither on the same side, being similarly covered. In her second form, her arms wither away as her lower body bloats up into a massive, tentacle-equipped, disturbingly yonic brood-sac that disgorges mutated insect-forms. In her final form, she sprouts four giant dragonfly-like wings and tears away from her brood-sac, now consisting of a monstrous wasp or dragonfly-like creature with Alexia's head.

Bond Villain Stupidity: Subverted. While Alfred does subject Claire and Steve to an overly elaborate death trap (and gives up on it fairly quickly), he does try to shoot and kill them both before and after. He fails several times.

With practice, the player will discover that the knife in this game is unusually effective. Knowing how and when to use it makes the game a lot easier.

The Bow Gun with standard bolts is nothing to write home about, but ammo is plentiful and it can make for a decent anti-zombie weapon if you're low on handgun bullets, making up for its lack of power with its prodigious fire rate and limited homing ability.

The very first Bandersnatch. The best weapon the player can use on it is either their pair of M100Ps or their much more valuable explosive-tipped arrows (which a prudent gamer will probably rather save for the Tyrant later on). Yes, the player can try to run to its left side where it has no arm, but it can still slap them with its one elastic arm.

The zombified doctor on Rockfort Island seems like just another zombie at first glance, but he's easily the fastest, toughest, and all-around most dangerous zombie in the whole game.

Bottomless Magazines: Played straight during the Battle Game for all weapons, favoring a speedy playstyle. Averted with the Calico M100-P pistols, though; they have a percentage-based ammo count but still hold a factually accurate 100 rounds each and can't be reloaded.note They're chambered in .22LR, not 9mm like the regular handguns.

Break the Badass: Near the end, after Steve dies, the normally tough and cool under pressure Claire becomes a crying, helpless mess.

Call-Back: A lot to Resident Evil. Chris is one of the player characters, Wesker is back, and a portion of the Antarctic base looks like the Spencer Mansion in the Arklay Mountains.

Cat Scare: In the first save room in Antarctica, you'll hear an awful racket coming from somewhere in the room. Moving a piece of furniture reveals a secret room with a set of lockers, with one of them containing something trying to get out, which was causing the noise. Open the locker, and you're jumped at by... a cute little mouse. He even stops and looks up at you, as if to say "Ha! Got ya!", before scurrying off.

Check-Point Starvation: If you want an "A" rank for the main game, one of the requirements is that you are only allowed to save once when prompted to do so.

Cloning Blues: Alfred and Alexia are the results of Project CODE:Veronica, a human genetic engineering project with the goal of creating a "true" successor to the Ashford dynasty by using the DNA of its founder, Veronica Ashford. When the twins found out, they showed their gratitude by making their "father" a guinea pig for their horrific experiments.

Colon Cancer: Due to the unusual placement of the colon in the title, the game is also referred to as Resident Evil: Code: Veronica.

Complexity Addiction: Claire could have simply thrown the metal emblem through the metal detector, then stayed behind to reopen the doors instead of using a nonmetallic sample to make a new emblem.

Cutscene Incompetence: When Steve's father, who is now a zombie, tries to munch on Claire, she apparently forgets all about the weapons she's been carrying around. Steve does nothing for a while, saying that he can't help her. This is justified as he just found out that his dad is dead the hard way. There are also other situations in cutscenes where Claire is rendered helpless and in need of rescue.

Damn You, Muscle Memory!: This game returns to the classic RE1 scheme where the Start button brings up the status screen. The HD re-release doubles down by switching the action and run buttons, as opposed to every previous version of every Resident Evil game, and no; you can't change the control scheme.

Daylight Horror: Due to it being Summer in the southern hemisphere, the Antarctic portion of the story takes place during the day, with Claire's fight against Nosferatu taking place in early morning, and Chris arriving at around noon, with the two leaving mid-day.

Defector from Decadence: The guard who captured Claire in Paris, Rodrigo Juan Raval, stumbles into her cell to seek shelter, then releases her after an attack of conscience.

Depleted Phlebotinum Shells: The Anti-B.O.W. Gas Rounds for the grenade launcher make their sole appearance here. You only find three of them in the whole game, which screams "Do not waste these on regular enemies!" pretty loudly, and indeed, this is justified: they have the unique property of halving the health of any creature hit with them, and this includes bosses. They work wonders against the Tyrant you encounter at the end of Act 1 and Alexia Ashford's One-Winged Angel form.

If you make it through the area where you play as Steve without killing anything, Claire has a different line of dialogue when she reaches you.

The Navy, Army, and Air Force Proofs are required items to solve a puzzle. If you are missing one of these before the cutscene where the self-destruct system would normally activate, it will not occur until you pick up all three items, with a short cutscene triggered on the last pick up.

Nosferatu has an alternate death animation if you kill him with a knife. He has an additional animation if you kill him with the sniper rifle.

If you have the boss fight with Alexia before the Giant Black Widow, then the scene with Alexis taunting Chris doesn't happen, skipping right to the spider crushing the crane.

Difficult, but Awesome: Unlike the previous "classic" titles before it, the knife is actually a very viable weapon this time aroundnote Jill's knife in Resident Evil 3: Nemesis is also surprisingly effective, but guns and ammo are so plentiful that the knife is unlikely to ever see any use. Attacking the legs of an approaching zombie can drop it in as little as one swipe. You'll likely get an extra bite or two on the odd occasion where it doesn't down them in time, but using the knife even for brief stretches of gameplay can save loads of ammo, eliminating the possibility of running out when you need it most.

Difficulty Levels: Reported to be in the Asian releases, but definitely not in the Western versions.

Disney Villain Death: Alfred is shot up by Steve, causing him to fall down an elevator shaft. He does survive the fall, but soon succumbs to his injuries after Alexia wakes from her cryogenic sleep.

Distress Ball: There are a couple of moments where Claire seems to forget how to fight or use firearms.

Distressed Dude: Steve claims to be Claire's "knight in shining armor", and to his credit he does save her bacon a few times, but he also needs to be saved in return. Very early on, he falls for the boobytrapped golden Lugers in the Palace, and needs Claire to solve a puzzle to free him. Late in the game, he is captured by Alexia and is experimented on to turn into a monster, which leads to his death soon after. Not to mention that the reason he's on Rockfort Island to begin with is because he's an Umbrella prisoner.

Claire doesn't actually get a gun until after zombies show up, and then it isn't even fully loaded. Ammo doesn't get plentiful until well into the training facility. In an interesting zigzag, though, the lack of early-game ammo becomes much more tolerable once you learn that the knife is actually a decent weapon this time around.

An initial blind run by a new player is the hardest that the game will ever get, due to several difficult bosses, a couple of well-hidden weapons, and Claire's limited arsenal. There's actually an astonishing amount of ammo lying around the game compared to the previous installments, but it's expected that you're using most of it up in a blind panic.

Easter Egg: Try heading back to Claire's location when playing as Steve. If you do, you'll be treated to a brief cutscene where she makes fun of Steve. This even nets you an achievement/trophy in the HD version.

Emergency Weapon: Subverted. In this game, the knife is actually useful, since, as opposed to the measly stab from the predecessor games, it registers multiple hits as the blade slices through.

Enter Solution Here: A code to open a sealed lab. The code won't work until the contaminated laboratory finishes venting. Learning the code, by reading it off of a painting in the lab via a surveillance camera, also causes the venting to finish. The player still has to enter the code manually. Subverted in another case where the player can enter the temperature setting for the refrigerator to identify a needed chemical without having to learn it in-game.

Equipment Upgrade: The Beretta 93 you find near the beginning of the game can be upgraded to use its burst-fire capability if you find the stock for it. Chris' Glock can also get a damage boost if you bring it to a workbench at the right point in the game.

Evil Brit: The Ashford twins. Alfred is this in Claire's half of the story, while Alexia is this in Chris's.

About half of Alexia's dialogue, some of which she will turn to a camera that she cannot possibly know anyone is looking at, laugh, and turn it off. The novel explains it by giving Alexia psychic powers (to the point that the narration from her point of view really gives the impression of her being omnipotent). The fact that she could project herself in an island half around the globe, or the fact that she knows that an agent of Umbrella is there, scares the shit out of Wesker.note The novel is based on the original version where Wesker is utterly dominated by Alexia unlike in X.

Fixed Camera: Still fixed like the PlayStation games, but this time the camera follows the player around in certain areas as opposed to only switching at fixed points, since Code: Veronica uses real time environments instead of pre-rendered backdrops. This is also the only game with the classic gameplay that doesn't have a delay when a new camera angle loads.

Gameplay and Story Integration: When Claire finally finds a pistol, she fires three shots into the bunker Steve is hiding in. When the cutscene ends, Claire's gun, which holds 15 rounds, only has 12. And no, skipping the cutscene will not save those three rounds.

Gameplay and Story Segregation: Although Claire can use an item box to re-equip herself with any weapon in it, it's implied in the cutscenes that she is completely unarmed, hence why she doesn't try to defend herself against mutant Steve or Alexia. This is certainly the case in the S.D. Perry book.

Guide Dang It!: You know the fire extinguisher, the one the you used way back at the very beginning of the game and then left in the security box? Well you better take it with you to Antarctica or you're not getting the magnum, which makes the final boss much easier to handle.

Second half: Chris must rescue Claire, retrace her steps through the ruins of Rockford Island and the Antarctic Base, as well as confront Wesker and finally Alexia. Steve barely appears here, losing the role of deuteragonist.

The Heavy: Alfred isn't the Big Bad, but he's the one who drives the plot. Even though he dies about halfway through, he manages to wake the real Big Bad, Alexia, from her cryogenic slumber, which causes no end of trouble for Claire, Steve and Chris for the rest of the game.

Hijacked by Ganon: Wesker, having returned from his death in the original game. True to his word, he's looking to steal Umbrella's best-kept secrets and enrich himself.

Hopeless Boss Fight: Mutant Steve. Cannot be defeated, and will kill the player in two hits, lest there're a couple of full-health items handy (or heavy-duty weaponry to hold him off while running away).

I Surrender, Suckers: In the opening cutscene, Claire runs into a room full of Umbrella soldiers. She drops her pistol, grabs it again before it hits the ground, and takes them all out by shooting a fuel tank.

Ironic Nursery Tune: Zigzagged with "Berceuse" (taken from the French for "Lullaby"), which is the leitmotif of Alfred & Alexia's childhood. Played in instrumental form throughout the first half of the game, it's fairly unremarkable, and barely qualifies as an Ominous Music Box Tune. But the game's OST has a vocal version of the song, which can also be heard in brief during the cutscene after Chris reaches Rockfort Island's control station. This reveals the song is about a friendly but naive king who is wed to a ruthlessly evil queen, who ultimately murders him to seize power for herself. The vocal version of the song reappeared in the Code: Veronica levels for The Darkside Chronicles, where it was retitled as "Alexia's Lullabye", and it makes it impossible to not be creeped out by the instrumental version ever again.

Jerkass: Steve seems to be this at first, stating that he doesn't want Claire following him as she will only slow him down. Claire seems to be offended by this, but only for a little bit, she lets it go almost right after he leaves and continues on her journey.

Justified Save Point: The "security boxes" in the prison are actually metal detectors. Each security station has a save point and a box for confiscating metallic objects. You can use them like a regular item box. However, they aren't tied into the regular item boxes elsewhere in the game, so don't leave anything in them that you either want or have to use later on.

Karma Houdini: Suffice to say, Wesker went on to star in more Resident Evil games.

Kick the Dog: Early on, you find a home movie of the Alfred and Alexia as children, in which Alexia watches Alfred slowly pull the wings off a dragonfly before they drop it into a jar to be eaten alive by ants. This becomes your major clue to solving a small puzzle later on, where you find a Silver Dragonfly key in a room with a giant mural of an ant on the wall. You must check the Dragonfly in the menu to remove its wings before sticking it into the keyhole in the ant mural's mandibles.

Late-Arrival Spoiler: Some versions of the game have Wesker's face on the title screen, and all the X re-releases display him prominently on the back of the box, despite the fact that his resurrection is supposed to be the game's big plot twist.

Late to the Tragedy: Chris only makes it to Rockfort Island after Claire and Steve have already left and the self-destruct has already occurred.

Leitmotif: The Ashford twins' favorite lullaby is heard multiple times in instrumental form (via an automated piano, a music box, a carousel, etc.), and Alexia later sings it to Alfred's corpse.

Let's Split Up, Gang: Claire attempts to avoid this situation several times, but Steve is so moody and confused that he keeps running off on his own anyway. She does play this straight in Antarctica, however, saying that she and Steve should split up because they'd have a better chance of stopping the gas leak this way.

Luck-Based Mission: There's about a 20% chance of finding D.I.J.'s Diary in the Battle Game instead of the usual special weapon or ammo. Chris, Steve and both Claires can make do without the extra goodies, but because the knife-only Wesker's boss fight happens to be against Alexia's first form, who uses a One-Hit Kill attack if you get too close, getting the diary instead of the magnum means you are completely and utterly screwed.

Minigame: The Battle Game available upon completing the main story mode.

No-Holds-Barred Beatdown: Wesker brutally manhandles Claire in their first encounter. He later gives Chris an impressive beating in the ending of Code: Veronica X. Both times, he's interrupted before he can finish them off.

Non-Standard Game Over: At the start of the final confrontation with Alexia, Claire tries to make a run for it while Chris stays to deal with Alexia. However, as she tries to escape, Alexia turns towards her, and you, as Chris, have to shoot Alexia in order to get her attention and trigger her final mutation. Otherwise, she'll kill Claire instantly, resulting in an immediate game over.

Nostalgia Level: A replica of the Spencer Mansion? Sure, why not. Fittingly, Wesker, Chris, and Claire finally reunite in a facsimile of RE1's great hall. This is also where they do battle with Alexia.note According to the logs, the first mansion was based on the Umbrella CEO's family estate, which was also copied by the Ashfords.

Oh, Crap!: Wesker gets one of these moments in the original version when Alexia mutates in front of him. She follows it up by slapping him down the stairs.

You know that extinguisher you used early in the game, and then might have left in the security box? Well you better go get it before the island's self-destruct sequence starts, otherwise, you're not going to get the magnum.

If you don't give Rodrigo the hemostat, then you miss out on the lock pick and all the goodies you could only get with it. If you do give it to him, then you will have traded in the lighter. To get it back, you have to have Chris fight the Skippable Boss Gulp Worm, which has swallowed Rodrigo. It's needed to unlock the sub-machine guns.

Plot Armor: Claire, Steve, and Chris all enter Antarctica without the necessary clothing or equipment to protect them from the extreme cold. Furthermore, there's the serieswide example of none of the protagonists being infected by the T-virus, even if a zombie chomps on them.

The Moths. Any that are killed get replaced as soon as you leave the room.

Sauna of Death: The trap room in the Palace seals itself and heats up to an uncomfortable degree when the Gold Lugers are removed, though it's impossible for Claire or Steve to die this way. There's also a literal sauna outside the training facility with a zombie lurking within.

Sequel Number Snarl: While not a numbered entry in the series, Code: Veronica is seen as a truer sequel to Resident Evil 2 than the actual Resident Evil 3 released a few months prior for several reasons, including the return of a certain villain from the first game. The events of the game are also canon to the series.

Shows Damage: Once you manage to severely wound the Tyrant in the seaplane, he begins to limp and noticeably bleed. This isn't just for show; it's your cue that it's time to activate the catapult and push him out the back of the plane.

The Gulp Worm can be skipped not once but twice; the first time by Claire, the second time by Chris. However, doing so the second time results in a couple of items being permanently missable (assuming Claire gave Rodrigo the hemostat earlier; otherwise there's no point in fighting it).

While the Tyrant must be catapulted from the seaplane in order to be defeated, Claire can either do that five times in a row and defeat him. Or she can choose to fight him, weaken him enough and then catapult him to his death.

Chris can fight the adult Albinoid from a safe distance and afterwards fetch the Eagle Plate unharmed. Or he can just jump in, absorb some damage from the electrified pool and leave with the Plate without even firing a shot.

Chris can fight the Giant Black Widow guarding Alexander's Pierce. Or he can fetch the item in question without even getting hit once, so there's even less of a reason to stay and fight the spider in the first place.

Starter Villain: During Claire's portion of the game, Alfred is the main antagonist causing problems for her and Steve. At the end of her portion, Alfred is mortally wounded by Steve and soon dies of his wounds... but not before waking Alexia, the real Big Bad, who proves to be much more dangerous than her brother.

Suspiciously Similar Substitute: Steve, wannabe Lothario with connections to Umbrella, shares a few characteristics with Resident Evil 3's Carlos. He's even wearing fatigues. His haircut in Code: Veronica X makes him look similar to Leon S. Kennedy. In fact, he was originally supposed to be Leon.

Talking Is a Free Action: In the original version, Chris kills Alexia, triggering the self-destruct which he barely escapes. X includes a long extra scene while that clock is ticking. Somehow, Chris still barely escapes.

Tank Controls: Up and down on the D-pad to move forwards and backwards, left and right to turn clockwise and anti-clockwise. It is possible to turn and move at the same time, and if you're not careful you can find yourself lurching off in all sorts of unplanned directions.

Tap on the Head: Claire is knocked unconscious on three separate occasions. In the opening cutscene, a guard hits her on the head with the butt of his rifle. Later, she and Steve are both knocked unconscious when their plane crashes at the Antarctic base, and again when their snowmobile is wrecked by Alexia's tentacle.

A Taste of Power: Very early on, you'll find yourself playing as Steve for a few zombie-filled rooms right after he gets the twin submachine guns, quite a while before you'll get the chance to use something fully automatic as Claire or Chris. This is also the only time you'll play as Steve, and you have more than enough ammo to mow down anything that moves, so feel free to go nuts. In fact, if you don't kill all the zombies, you'll get an alternate cutscene afterward where Claire is pretty annoyed at Steve for not properly clearing the way for her.

Title Drop: Late in the game, there's a computer you need to access, but there's no hint to the password within the game. The title isn't dropped by the game — it's up to the player to type it in.

You'd best get used to the pistol and the bow gun — and get used to running out of ammo for both — because you won't start finding enough ammunition for bigger guns to actually stockpile until about the last third of the game.

The magnum is a One-Hit Kill against any normal enemy and rips holes right through bosses, but there are only eighteen bullets for it in the entire game. Six of them are inside a duralumin case, which means the player can quite easily miss them. Heck, it's already pretty easy to bypass even getting the magnum by forgetting to put the extinguisher in the Item Box before Claire leaves Rockfort Island.

The B.O.W. Gas Rounds for the Grenade Launcher are insanely powerful, capable of quickly sending any enemy the game throws at you packing. You'll find three rounds very early on... and you'd better take them with you and not waste them, because those three rounds are the only rounds you'll find in the whole game. A lot of players use them during the fight against the Tyrant on the plane, as they make one of the toughest bosses in the series much easier. Others only use one on the Tyrant, and save the rest for the final fight with Alexia.

Claire, to a surprising degree considering she was already somewhat of a badass in RE2. She's been upgraded from an Action Survivor to an active protagonist in her own right, as her first appearance has her caught while infiltrating an Umbrella facility searching for her brother.

In terms of weapons, the Combat Knife — normally a Joke Weapon in earlier RE games — gets a big boost in efficiency here, as it can easily floor zombies, and each swipe that hits a zombie or dog does multiple hits. More so if you swipe a downed zombie. As a result, it now does a better job of helping you save ammo (A sign of things to come?), and it's helpful for clearing out hordes of zombies and dogs deep into the game.

Tranquil Fury: After waking from her cryogenic sleep to find that Alfred has been mortally wounded, Alexia seems calm and composed as she comforts him in his final moments, but judging by the huge tendril she sends after Claire and Steve, she is royally pissed at them for killing her brother.

Unique Enemy: Once you take over as Chris, the Bandersnatcher becomes this, as you only fight one the whole time you play as him. There is also parasitic creatures that erupt from a handful of zombies that are the result of the hatchlings the moths lay being allowed to grow.

Unwinnable by Mistake: Since Claire's final playable section after being rescued by Chris has all the hallmarks of leading up to a boss fight, it's pretty easy to load up on heavy artillery for what you think is gonna be an epic throwdown. The issue comes in that any weapons and supplies Claire takes in this segment are lost, which can leave Chris without enough heavy weaponry for the final boss.

Updated Re-release: Code: Veronica X for the Dreamcast (in Japan only), PlayStation 2 and GameCube, which adds in some new cutscenes and changes some existing ones to add more Wesker into the game. Further explored in Code: Veronica X HD for the Xbox 360 and PlayStation 3, which offers increased resolution and improved lighting effects.

Weaponized Offspring: Alexia's penultimate boss form turns her into a queen ant-like creature that constantly births small poisonous insectoid enemies that run interference while Chris tries to fight her.

Zombie Apocalypse: The game subverts this since the zombies don't get the spotlight this time around. The two major outbreaks of the game take place on an isolated island and the middle of Antarctica, so the virus has little chance of spreading around the world.

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